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Posted

Woow nice capes man +1 from me :P

zomg two karma for one share o.O and its also my first...

Dont worry im gonna make this up with you guys ;p

EDIT: already fixed I see

 

I was wondering: would you also like to have cloaks with class symbols on the back, and maybe the name of the class?

Like this of the Saggitarus:

sagittarius.jpg

 

Or I could also make cloaks with the race symbols on the back, would you like that?

Like this of the Elves:

elf.gif

 

Let me know here if you want me to make them then :)

 

 

Im still working on Interlude verisons, but I think thats not going to work cause the cloaks use a whole different type of file...

 

 

Posted

Awsome Cloaks man!! Would love to see a CT1/1.5 version.

Ive been tring to adapt but so far no luck, i dont think the bodypart "back" is implamented so have to use hair. Working to adapt exsisting cloaks atm i.e item number 624 to these skins.

 

Great work, been up all night tring to get your design to work on ct1

Posted

I tolad You - give me animations files for CT2.2 and I will make them work :]

They are not usual animation files: they are not inside .ukx packs (but inside .uix) and they are not .psk/.psa files (but SkeletalMeshAnimation (it's the file extension 4real); so I can't help any further...
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    • And Discord: https://discord.gg/3aYqWNqb
    • Ofc: https://discord.gg/3aYqWNqb
    • You can find some H5 skins shared in old L2 modding Discords, but most of the higher‑quality ones are either paid or come bundled with full client edits. I usually mix in commissioned work and whatever I can patch myself. On a side note, I fund a lot of these commissions by selling off game items through instant sell cs2 skins, which has been a quick way for me to get some cash for projects.
    • There is no need for gRPC in this case, even tho originally it was gRPC based but since we don't need it to be bi-directional, we switched to simple http requests for the web calls and SSEs for the data streamed from the server. There are distributed locks in place to precent race conditions between actions that can happen between multiple web instances and the server.   Local models can also be slow depending on the model, and most external models can actually be faster than local ones if you use Flash 2.5 or something along those lines. I am running on 512GB of Unified Memory on my Mac Studio M3 Ultra so the speed of the local model for a small model is pretty good but I tested it with Gemini too and it works equally as fast and in some cases faster. The way it works is that I'm using pgvector (one of the benefits of moving to Postgres) to search the data and see what the player can see etc and there is some batching of the next few actions for 2-4 seconds for the user until the next LLM request fires. The batching also includes branching on logic so if they for example fall under some HP they will move to kiting instead of attacking or maybe they heal etc.   Everything is authed and permission-based. The server and the backend of the frontend have secure communication between them, either with a symmetric key (not recommended for production) or a certificate (the recommended way), so there is no worry. It's all tied to the account's access level, etc., so nobody can make an action that they normally wouldn't be allowed to do. Even the MCP is token-based, and there are prompt injection protections in place. The MCP is audited, and every mutation needs confirmation. The admin area is only accessible to the admin account anyway so normal users can't access it.  
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